katsubento
Member
There are people that buy and play through games they find shit because it has an easy platinum trophy. Come on now.
That's more the exception and not the norm though.
There are people that buy and play through games they find shit because it has an easy platinum trophy. Come on now.
I would assume every person in this thread complaining about not being able to escape the gaping maw of Skinner Box trophies and achievements is also hopelessly addicted to crack and 700lbs. There is no such thing as individuality and choice, after all.
Just like loot boxes hurt nobody in Overwatch.
Achievements are one of top 5 worst things that happened to gaming industry.
I don't know, do you like coffee though?
Can you function without coffee if you do?
No, but I like candy.
Does candy have bad points? Yes.
Does candy have good points? Yes.
Do I blame candy when I get diabetes after eating 6 bags of candy a day for 5 years? No.
But will you blame food providers who put sugar everywhere without telling you and gave you diabetes without you knowing?
Are you a crackhead?I'm having trouble parsing your analogy. Hold on, let me put my hat on...
That's better. Yes.
Are you a crackhead?
I'm fairly obsessed with platinum trophies, and as a game completionist, getting one really does feel like an achievement. Especially grinding ones like the Souls series, or Persona 5 that requires additional playthroughs.
Having said that, I wish I could break free from the 'need' to obtain them. 95% of the time, I'm stuck doing repetitive tasks for no purpose and sit there in a trance for hours. My wife thinks i'm crazy. I'm inclined to agree.
Perhaps not having achievements is truly Nintendo's masterstroke with the Switch.
i must confess i limited myself to read what you posted in here, with that said.An Alternative to Achievements
I thought this critique from designer Keith Burgun on achievements/trophy systems is well worth a read and discussion. Do give it a look, or at least read the excerpts below, before commenting.
He explores what impact achievements may have on game design, what impact achievements systems have on players, and how some types of achievements might (and should) be used in games in the future.
Keith raises a good point about those achievements which would make for interesting variants on a game - they really should be part of the game itself, where their circumstances can be more easily controlled while not conflicting with the way a game has been designed for a "regular" playthrough. We've seen this in some games already which is great.
As for his closing section, it seems he was wrong about achievements improving compared to where they were when his piece was published. A lot of the techniques used to make achievements systems so psychologically compelling have been utilised a lot in service-based games themselves to keep people coming back (daily log-ins, daily/weekly goals etc.) But you could argue that in the case of those service-based games, those achievements are exactly what you'd call variants: A way of replaying something you already play a lot in a different way, under different conditions! Bingo.
What do you think about achievements after reading the piece? Has it changed how you view or engage with these meta-systems?
I'll take that as a "yes"Are you a cop?
I'll take that as a "yes"
YupAnother day another thread where I read people thinking they're being manipulated bc they don't ask a simple question: is it the achievements or the hunter?
If you don't like them turn off notifications, and don't explore the achievement portions of the OS.
To those that do like them bc the check a box and they like that feeling, achievements convince them to play differently, or whatever the reason. Than cool you like an optional thing that people can ignore while you enjoy it.
Another day another thread where I read people thinking they're being manipulated bc they don't ask a simple question: is it the achievements or the hunter?
If you don't like them turn off notifications, and don't explore the achievement portions of the OS.
To those that do like them bc the check a box and they like that feeling, achievements convince them to play differently, or whatever the reason. Than cool you like an optional thing that people can ignore while you enjoy it.
This is not from the PoV of a player but from the PoV of game designer.
The distinction is important as when you're designing your stuff you can't disregard the side effect such a system will have on your overall product and on the people who will not turn off the system.
I'm replying to the many posts in this thread that are from the perspective of the player.
Rare achievments give me a good rush. Those are all I care about anymore.
I have 100% stopped giving a shit about them.
I'm gonna play the game however I'm going to play the game. If you want to give me little badges for doing that, whatever.
When the 360 first implemented them I was all about it and checking out friends' achievement lists and everything. Not only that, I even chased after hard achievements from time to time. I just couldn't care less nowadays.
I'm old now, is part of the problem.
Yes, not much difference between them. And the usual mantra for achievements (If you don't want them just play the game) works very well for loot boxes.So anti-consumer, right?
But from the perspective of a designer, these voices are actually important.
Even if they could without, their grievances still need to be taken into account as the game IS balanced toward the achievements being there.
I use trophies/achievements as a record of games I've played and how far I got in them. I often go back a few years and forget that I played certain games.
Than cool you like an optional thing that people can ignore while you enjoy it.
- Allowing developers the ability to learn how much of a game's content gamers have accessed
The latter point is interesting, since from a business intelligence point of view, achievements/trophies providing analytic info. on the degree of game content accessed is invaluable. Not only does it provide developers hard feedback on the successes/failures of their games' design but it also provides information and direction on how to improve things going forward into future game content, tweeks/updates and possible sequels... that's something devs have never had until now.
I don't usually pay attention to achievements unless the platinum is very doable within a normal timespan.
If it means anything like playing the core game 3 or more times, doing insane challenges that need you to practice your skill for 50 plus hours outside of the game, or intense and LONG slogs through boring stuff I won't touch it for the most part.
I love a challenge, but not if it is going to waste my time. There are way too many games to play.
This is basically what I am talking about. I could not imagine life if I was actually addicted to this useless stuff. Look, some games are cool and all, but hell no to most of this. The Souls games are usually one and done for me despite being great games. Same with things like Witcher 3 and the rest of them on up to Super Meat Boy. I see no point, no reward worth having, in beating every single one of them. In the case of SMB I couldn't even do it anyway.
SMB could be a good achievement to own because it actually does take skill. Any random adventure game though? Not usually. Mostly just random grinds that mean nothing. I took a look at Uncharted 4, which I beat on Crushing first time. It's a game where maybe if I ever start replaying it I will go for the plat. But something like Last of Us required way too much grind and repetition for no actually rewarding gameplay. I beat all of ND's games on Crushing the first time, so if they have the balls to make me play it three times or whatever for a plat then fuck them is basically my point.
The Souls plats are exactly that for me. I just don't see the point in doing them again because it's not fun for me.
Can people who like systemic achievements exactly as they are, please at least have the honesty to admit that they are not 'optional'?
"not being told how you are doing within a system" is not the same thing as "not being in a system"
Developers don't use achievements for telemetry and analytics.
Armchair quarterbacks do.
So someone with little to no self-control decides that because they specifically aren't able to be mature, instead a new complete system should be created to cater to their preferred way.
Cool.
Or you know, you could turn off achievement notifications.
Or, only go for achievements you want to go for.
I use trophies/achievements as a record of games I've played and how far I got in them. I often go back a few years and forget that I played certain games.
I agree with this. These things are optional and, if you don't care for them, easily ignored. Turn off notifications, you don't need to look at Trochievements earned and don't let them influence your playstyle. Simples.
Its still optional, regardless of whether you are in a system or not. No one is forcing you to look at the achievement functionality once you disable the notification.
So just like loot boxes, I wonder why so many people are butthurt about those.I agree with this. These things are optional and, if you don't care for them, easily ignored. Turn off notifications, you don't need to look at Trochievements earned and don't let them influence your playstyle. Simples.
From your post im not understanding why the argument is "weak"... seems mostly an opinion.I still find this a weak argument in response to whether they are good or bad or not. It's a critique, and saying that you can just turn them off and that they are optional isn't very helpful when weighing up achievements as a whole, both in terms of how they are designed and rolled out to players (from a game designer's perspective), and how we, as players, respond to them.
It would be like saying not to use an input device if it's rubbish in a game - e.g. the tilt controls in a game like Super Monkey Ball: Banana Splitz on Vita. But that doesn't mean the tilt controls aren't rubbish. You can sidestep them and ignore them and not be affected personally by it, but any sort of analysis would indicate that the controls are still inadequate.
It's potentially worse with achievement systems because what is bad can't be so easily sidestepped - the "harmless" achievements the author states, which basically work like operant conditioning, are a lot harder to see as something bad and something avoidable than something like trying an obviously poorly designed control scheme.
Don't get me wrong - I think your point is a valid one, but it's not a solution to anything other than one's intent to avoid them.
This is a generalization that isn't refuting any of the statements nor it was implied in the post you reply to.I think you're reading too far into it. Basically, saying that someone can just ignore something bad if they feel it's bad is like sidestepping the criticism that made them think it's bad in the first place.
Its not optional.
If - as a game designer having read research about it - I do not want to include achievements in my game I have no option to do that.
Or if I want to include achievements in a non standard manner.
Or if I want to include thousands of achievements.
if - as a games player - I do not want that data collected and publically accessible, I have no option to opt out completely and have nothing be tracked.
The response to this from people that enjoy the systemic nature of the PS4 and Xbox achievement systems is that allowing them to be optional makes achievements "meaningless".
Yeah. Because fundamentally they are.
From your post im not understanding why the argument is "weak"... seems mostly an opinion.
If we are going to "weight achievements as whole", we can say, independently of how creative or well implemented a specific case is, they basically serve as a way to track and share progress within a game. Is like an statistic screen implemented at a system level. Think of them as an example more fleshed out log systems we see in Nintendo consoles like 3DS and Wii U.Which quiet an universal backlash on Switch bare bones solution.
Regarding the "bana blitz tilt control example", imagine if a significant part of the user base is"engaged" at some level with that type of input. If a considerable amount of people found those controls atractive, while the other amount of the user base has the option to use a better control method without afecting their play experience then the consumer is not losing here. Developers will have to do some extra work, however, the tilt controls would be at an OS level so the burden of the implementation work is somewhat reduced.